Exemple #1
0
            public TilingRule()
            {
                m_Output         = OutputSprite.Single;
                m_Neighbors      = new Neighbor[NeighborCount];
                m_Sprites        = new Sprite[1];
                m_AnimationSpeed = 1f;
                m_PerlinScale    = 0.5f;
                m_ColliderType   = UnityEngine.Tilemaps.Tile.ColliderType.Sprite;

                for (int i = 0; i < m_Neighbors.Length; i++)
                {
                    m_Neighbors[i] = Neighbor.DontCare;
                }
            }
Exemple #2
0
    static int GetColliderType(IntPtr L)
    {
        try
        {
            ToLua.CheckArgsCount(L, 2);
            UnityEngine.Tilemaps.Tilemap obj  = (UnityEngine.Tilemaps.Tilemap)ToLua.CheckObject(L, 1, typeof(UnityEngine.Tilemaps.Tilemap));
            UnityEngine.Vector3Int       arg0 = StackTraits <UnityEngine.Vector3Int> .Check(L, 2);

            UnityEngine.Tilemaps.Tile.ColliderType o = obj.GetColliderType(arg0);
            ToLua.Push(L, o);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }